A group at Los Alamos, based on Kister, Stein, Ulam, Walden and Wells, follows up a brief Russian reference to a chess program for BESM[4]. The Los Alamos group writes a program for the MANIAC I to play a reduced game of chess – using a 6 x 6 board without bishops.
The government laboratory in Los Alamos, New Mexico, got hold of one of the first computers, MANIAC I, so that Ulam and the other H-bomb researchers wouldn't have to stay up nights solving their voluminous equations with pencil and paper. Ulam, who described himself modestly as a "fair" chess player, couldn't resist putting the machine to work on a project of somewhat less import to coldwar strategy. Together with physicist Paul Stein, he wrote one of the first chess-playing programs.
Roger Snodgrass
Roger Snodgrass in LANL: The Rest of the Story on MANIAC and Mark Wells[6]
Among the interesting tidbits in Wells article are stories about a chess-playing program on MANIAC. MANIAC’s limited memory restricted a play to board that was six squares by six squares and no bishops...
“Even then,” he wrote, “moves averaged about 10 minutes for a two-move, look-ahead strategy.” “That quickly became three moves, four moves, five moves ahead,” Wells said Tuesday, adding the current capability was at least 12 moves ahead.
His essay also includes an anecdote about a moment when the computer seemed to have a mind of its own. When Princeton physicist Martin Kruskal checkmated the MANIAC on the 38th move of a game, the machine responded with an illegal move. “We were dumbfounded for a while, until we traced the trouble and realized that the program had never been taught to resign,” Wells wrote. Facing no moves, the machine was stuck in a loop and the loop changed the program.
“You might call that a learning program,” he recalled.
Selected Games
MANIAC I played a game against a young lady who had learnt the game a week earlier. It was the first time a human had lost to a computer in a game of intellectual skill [7]:
^ "There are two other explorations between 1951 and 1956 of which we are aware - a hand simulation by F. Mosteller and a Russian program for BESM. Unfortunately, not enough information is available on either to talk about them, so we must leave a gap in the history between 1951 and 1956" - footnote 1 in Allen Newell, Cliff Shaw, Herbert Simon (1958). Chess Playing Programs and the Problem of Complexity. IBM Journal of Research and Development, Vol. 4, No. 2, Reprinted (1963) in Computers and Thought (eds. Edward Feigenbaum and Julian Feldman), pp. 47. McGraw-Hill, pdf
Table of Contents
MANIAC I,
the chess program on a MANIAC I (Mathematical Analyzer, Numerical Integrator, and Computer or Mathematical Analyzer, Numerator, Integrator, and Computer), the machine designed and build by a team around John von Neumann and Nicholas Metropolis at the Los Alamos Scientific Laboratory. The MANIAC I chess program was written in 1956 by a group of H-bomb researchers, Stanislaw Ulam, Paul Stein, Mark Wells, James Kister, William Walden and John Pasta. Due to lack of computing power, only a chess variant with a reduced 6 x 6 board was implemented, without bishops, double-step for pawns and castling , later called Los Alamos Chess.
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Description
MANIAC I performed a brute-force Shannon Type A strategy, pure minimax. During game play with 11,000 ops./sec, it searched 4 plies deep in about 12 minutes to find its best move. The program was written in 600 words of machine code. Its evaluation took material and mobility under account, both incrementally updated during make and unmake move [2].Quotes
Quote from Chronology of Computing compiled by David Singmaster [3]Fred Guterl
Quote by Fred Guterl from Silicon gambit [5] :Roger Snodgrass
Roger Snodgrass in LANL: The Rest of the Story on MANIAC and Mark Wells [6]“Even then,” he wrote, “moves averaged about 10 minutes for a two-move, look-ahead strategy.” “That quickly became three moves, four moves, five moves ahead,” Wells said Tuesday, adding the current capability was at least 12 moves ahead.
His essay also includes an anecdote about a moment when the computer seemed to have a mind of its own. When Princeton physicist Martin Kruskal checkmated the MANIAC on the 38th move of a game, the machine responded with an illegal move. “We were dumbfounded for a while, until we traced the trouble and realized that the program had never been taught to resign,” Wells wrote. Facing no moves, the machine was stuck in a loop and the loop changed the program.
“You might call that a learning program,” he recalled.
Selected Games
MANIAC I played a game against a young lady who had learnt the game a week earlier. It was the first time a human had lost to a computer in a game of intellectual skill [7]:See also
Selected Publications
External Links
Chess Program
Computer
Misc
Wolfgang Schlüter, Volker Kriegel, Curt Cress, Hans Peter Ströer, Nippy Noya, Alan Skidmore, Rainer Brüninghaus
References
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